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How to play
Grounded in Carcassonne: Expansion 6 – Count, King & Robber's rulebook — cite-checked answers, not guesses.
Get a straight answer with the exact rulebook passage to back it up.
The easy-to-forget bits, straight from the rulebook.
King scoring
If you have the King tile during final scoring, you gain 1 point per completed city.
Robber scoring
If you have the Robber tile during final scoring, you gain 1 point per completed road.
King tile acquisition
The King tile is taken by the player who completes the biggest city.
Moving meeples from Carcassonne
When a feature is completed, before it is scored, all players may remove their meeples from the matching district and place them in the feature, even exceeding the 1 meeple per feature maximum.
Count's effect on meeples
You cannot remove meeples from a district with the Count in it.
City of Carcassonne points
During final scoring, the city of Carcassonne counts as a city worth 3 points in its field.
River II lake with volcano
If you place the last River tile (the lake with the volcano), you cannot place a meeple on that tile and immediately take another turn by drawing the top normal tile.
River II + The Count of Carcassonne
Do not use both The River II and The Count of Carcassonne.
The game setup offers two different ways to begin, which replace the standard start tile or The River I from the base game. In both cases, the standard start tile should be returned to the box. **Option 1: Starting with The City of Carcassonne** 1. Place the two large City tiles together in the center of the play area. You can choose the side with flags (which identify districts like the castle, market, blacksmith, and cathedral) or the side without flags if you want the city to have no special effects as a starting tile. 2. Place the Count of Carcassonne meeple on the castle district of the City tiles. * *Important:* Do not use The River II if you choose this option. **Option 2: Starting with The River II** 1. Set aside the source, the fork, and the lake river tiles. 2. Shuffle the remaining river tiles and place them facedown in a pile. 3. Place the source tile on the table as the initial start tile. 4. Place the lake tile facedown at the bottom of the river tile pile. 5. The youngest player plays the fork tile as the first tile of the river. * *Important:* Do not use The Count of Carcassonne if you choose this option. **General Setup (Applies to either starting option):** * Place the King and Robber tiles and their matching markers as a general supply within easy reach of all players.
Based on the provided rulebook excerpts from Carcassonne: Expansion 6 – Count, King & Robber, here are some actions you can take during your turn: * **Place a Meeple on a River Tile**: When you place a River tile, you can place a meeple on it normally. * **Place a Meeple as a Heretic**: When you place a shrine, you can place a meeple as a heretic on the shrine. This includes placing your Abbot on the shrine. * **Place a Meeple in the City of Carcassonne**: If you complete a feature and at least one opponent scores points while you score none, you may place one meeple in one of the four city districts. * **Move the Count**: After placing a meeple in the City of Carcassonne under the conditions above, you may move the Count to a district of your choice within the city. The rules provided focus on specific meeple placement conditions and do not detail the standard Carcassonne turn structure (e.g., drawing and placing a tile, scoring features).
Rules summaries are AI-generated from the official rulebook and may contain mistakes — check the manual for anything critical.
I couldn't find a direct rule stating how to win the game (e.g., "the player with the most points wins") in the provided passages from Carcassonne: Expansion 6 – Count, King & Robber. However, the game clearly involves scoring points throughout play and during a final scoring phase. Points are gained in several ways: * A completed shrine is worth 9 points, and in a challenge, the first completed feature is worth 9 points while the other is 0 (or both are 9 if completed simultaneously). * During final scoring, unresolved challenges (incomplete monasteries and shrines) score points as normal. * If you have the King tile during final scoring, you gain 1 point per completed city (including the city of Carcassonne, if used). * If you have the Robber tile during final scoring, you gain 1 point per completed road. * During final scoring, the city of Carcassonne counts as a city worth 3 points in its field. * A pigsty (from Expansion 2) increases the value of its field by 1 point per completed city. It is implied that players accumulate points to determine a winner, but the explicit rule for winning (e.g., "the player with the highest score wins") is not specified. You might try rephrasing your question using terms like **scoring**, **victory points**, or **final scoring**.
Here's how scoring works based on the provided rules: * **Shrines** * A shrine is scored when it is surrounded by other tiles. * A completed shrine is worth 9 points. * In a challenge (with a monastery), the first completed feature (shrine or monastery) is worth 9 points, while the other completed feature is worth 0 points. * If both a shrine and a monastery are completed at the same time in a challenge, both are worth 9 points. * At the end of the game, any incomplete monasteries and shrines are ignored, and all players score points for them as normal. * Meeples from the cathedral district in Carcassonne may be placed on a shrine when it is completed. * **The King** * The player who completes the first city (excluding the City of Carcassonne itself if playing with those tiles) places the King marker on that city and takes the King tile. * If a player later completes a city with more tiles than the current King city, that player takes the King tile and moves the marker to the new, larger city. * During final scoring, if you possess the King tile, you gain 1 point per completed city (including the City of Carcassonne, if applicable). * **The Robber** * The Robber tile works similarly to the King tile but for roads. * During final scoring, if you possess the Robber tile, you gain 1 point per completed road. * **Moving Meeples from Carcassonne Before Scoring** * When a feature (city, road, monastery, or shrine) is completed, before it is scored, all players can remove their meeples from the matching district in Carcassonne and place them in the feature about to be scored. This can exceed the normal limit of 1 meeple per feature. * This process goes clockwise, starting with the player to your left and ending with you. * You cannot remove meeples from a district that contains the Count. * After the feature is scored, all meeples on that feature are returned to their respective supplies. Meeples not removed from Carcassonne districts stay there. * **The City of Carcassonne (Final Scoring)** * During final scoring, any meeples left in the districts of the City of Carcassonne do not contribute points. * The City of Carcassonne itself counts as a city worth 3 points in its field during final scoring.
The game ends when the last tile is placed. At that point, before final scoring, specific actions occur related to meeples in the market: * The player to your left must remove one of their meeples from the market and place it in a field. * This process continues in turn order until all meeples in the market have been moved to a field. * If the Count is in the market when the last tile is placed, no meeples are removed from it. During final scoring: * Any meeples left in other districts of Carcassonne do nothing. * The city of Carcassonne itself counts as a city worth 3 points in its field. * Unresolved challenges (incomplete monasteries and shrines) are ignored, but players still score points for their incomplete monasteries and shrines as normal. * If you have the King tile, you gain 1 point for each completed city (including the city of Carcassonne if those tiles are used). * If you have the Robber tile, you gain 1 point for each completed road.